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Vigor barker

An advertisement showing one of the uses for Shock Jockey.

VigorWheel

The game's Vigor wheel with all eight Vigors unlocked.

If I told you a man could shoot lightning from his fingers now, would you believe me? If I told you a man could hoist a one-ton stallion straight into the air, would you believe me?
― Vigor Barker at the fair[src]

Vigors are the wondrous tonics of Columbia, granting extraordinary abilities to its user after consumption. They are powered by Salts that can be found in phials in their raw form or by consuming special foods (usually stimulants, i.e. coffee, cigarettes, soda, etc.). Like the Plasmids used in Rapture, Vigors do cause notable side effects, visible on the user's arm. They also affect the user's mental stability by provoking short hallucinations when consuming a new type of Vigor. However, Vigors (with the exception of one) have an alternate use activated by charging it, ranging from enhanced attacks to stationary traps dealing four times as much damage.

There are eight Vigors in BioShock Infinite, which can be either found by exploring Columbia or bought from Veni! Vidi! Vigor! vending machines. Each tonic has two upgrades obtainable from the same machines, but for greater prices. Their effects can also be combined, giving the best of both Vigors with rather destructive results.

History[]

Infinite Spoilers

Research and Concern[]

Although Vigors differ from Plasmids in their application (drunk rather than injected directly into the bloodstream), they share the same origin. Using the Lutece Device to look into another reality, Jeremiah Fink witnessed in November of 1894 the work of the geneticist Dr. Yi Suchong in Rapture and his creation procedures for Plasmids.[1] From this point, he assembled a laboratory to research and release them as Fink Manufacturing products. Fink also organized several underwater expeditions all around the Atlantic ocean in order to acquire and study Sea Slugs, whose ADAM is the base for Plasmids and Vigors.[2]

The research wasn't without risk and led to accidents, such as Devil's Kiss Vigors setting fire to a factory building in October 1900, which was then separated from the city to avoid its spread but condemned all workers trapped inside.[3] The incident that killed 359 people was covered up by Fink Manufacturing who assured the population of the tonic's safety once released,[4] although it only resumed production eight years later by Police demand.[5] These incidents eventually raised public concern as far as in early July 1912, and Fink reassured Columbia's fair inhabitants that it was a necessary evil for their own safety.[6] He also took the opportunity of hosting the 1912 Raffle and Fair the same month to promote and sell his products, including Bucking Bronco trials and free Possession giveaways.[7] Yet, a few people were still cautious about the next Vigors to be released and preferred to wait for Fink to improve their stability.

Chalkboard Injectables VS Drinkables

Fink's notes on the Vigor variations.

Even with active marketing to sell Vigors, Fink was losing money due to the cost of the underwater expeditions.[2] In early June 1912, he went to think about changing the structure of his Vigors to their original form and less expensive on ADAM: injectable Plasmids. He also went to copy the design of syringes used in Rapture to cut the cost of making individual bottles for each tonic.[8]

Marketing and Uses[]

A Life with Vigor is a life that's Bigger!
― Fink Manufacturing advertisement

Vigors were advertised as either domestic aids (lighting a fire, lifting heavy loads or subduing automata), an alternative energy source to power Automated Stallions and Gondolas but also self-defense tools (Murder of Crows, "proven deterrent against hooligans"). Like other products from Fink Manufacturing, a few of them were actually credited to one or another inventor.

When the Vox Populi started taking action against the Founders, Vigors were requested by the Police to use them all as weapons. The conflict saw each side equipping themselves to take an edge, and Fink Manufacturing producing them in grand quantities. Vigors were then advertised in short films to be used offensively instead of being aids. What's more, some Vigors started to show their heavy toll on their users' body and mind, whether it be the Zealots of the Lady mastering the abilities of Murder of Crows and becoming delusional in their grief or Cornelius Slate overdosing on Shock Jockey to force Booker DeWitt into attacking him, and displaying blue crystals sprouting from various spots on his arms and forehead.[9]

BioShock Infinite Vigors[]

Bucking Bronco[]

BuckingBroncoIcon
Cast: Temporarily levitates enemies, rendering them defenseless.
Charged Effect: Deploys the Vigor as a stationary trap, levitating nearby enemies for longer when sprung.
Location: At the end of a corridor prior to entering the ticketing area leading to the Hall of Heroes.

Charge[]

ChargeIcon
Cast: Causes Booker to ram into the target from a distance and damage them.
Charged Effect: Increases the charge's damage the longer the Vigor is held.
Location: In a previously locked booth upon returning to Finkton Proper while helping the Vox Populi.

Devil's Kiss[]

DevilsKissIcon
Cast: Throws a flaming projectile which detonates after a short while, burning nearby enemies and environmental hazards.
Charged Effect: Deploys the Vigor as a stationary trap, burning surrounding enemies for higher damage when sprung.
Location: Acquired by killing a Fireman after leaving Raffle Square.

Murder of Crows[]

MurderOfCrowsIcon
Cast: Sics a murder of crows onto the targeted enemies, damaging and temporarily distracting them.
Charged Effect: Deploys the Vigor as a stationary trap, releasing crows onto all nearby enemies when sprung.
Location: Acquired by killing a Zealot of the Lady at the Fraternal Order of the Raven's headquarters.

Possession[]

PossessionIcon
Cast: Turns the targeted machine to the caster's side, causing vending machines to give out a cash bounty and fighter automatons to fight for the user. Upon gaining the Possession Aid upgrade you may take control of human enemies as well.
Charged Effect: Deploys the Vigor as a stationary trap, possessing surrounding enemies when sprung. Note: This effect is not initially available, and must be unlocked by purchasing the Possession Aid upgrade.
Location: Given to Booker at the Fairgrounds.

Return to Sender[]

ReturnToSenderIcon
Cast: Creates a temporary shield, blocking all incoming gunfire.
Charged Effect: While charging, absorbs all incoming bullets and projectiles. Upon release, either deploys as a stationary trap or explodes upon direct contact with an enemy, inflicting damage proportionate to the damage absorbed.
Location: In the Salty Oyster Bar, after discovering the location to the secret room within. Alternatively, at a crossroads leading to the Memorial Gardens.

Shock Jockey[]

ShockJockeyIcon
Cast: Shocks the target, temporarily stunning them and doubling the damage they take. Deals critical damage against enemies in contact with water. Can also activate electric generators.
Charged Effect: Deploys the Vigor as a stationary electrified field, shocking any enemy who approaches it.
Location: Acquired after dealing with Cornelius Slate at the Hall of Heroes.

Undertow[]

UndertowIcon
Cast: Throws all targets in front of the user back with a watery tendril, momentarily knocking them to the floor if they hit the ground.
Charged Effect: Pulls the selected target to the user and holds them in the air via a tentacle made of water, temporarily stunning them and increasing the damage they take.
Location: In Jeremiah Fink's office, in front of the door leading to the rooftop of the Factory.

"Utility" Vigors[]

BioI TC Fairgrounds Vigor Exhibit

Vigors being demonstrated at the Fairgrounds.

Upon arriving at the Fairgrounds two men in devil costumes demonstrating different Vigors. Specifically, Shock Jockey, Devil's Kiss, Bucking Bronco, and Possession. The Vigors being demonstrated are clearly less powerful that those used later in the game by Booker. An example of this is Bucking Bronco. In the demonstration and at the Cast Out the Devil game, the person who is targeted is almost gently lifted in the air, while the one Booker uses later on violently wrenches the target off the ground. The weaker versions of the Vigors are not supposed to be weapons, but are intended to be useful to the user. Shock Jockey just needs to be able to power machines, Devil's Kiss create small fires and was advertised being use to create light, Bucking Bronco was for helping to lift and Possession forces machines to refund money.

Seen at the Fair are posters advertising the Murder of Crows Vigor which is a "Prover deterrent against hooligans." As deterring people usually does not mean badly injuring or killing them, it would appear that this a weaker version. All but one of the Vigor bottles that Booker initially finds are either recovered from dead enemies or from Police or Military associated locations which is why they are weapons grade Vigors, not the weaker utility ones. The exception to this is the first Vigor, Possession. When Booker is given the Vigor at the Possession Stall at the Fair, it only works on machines and later on it is later upgraded to be able to possess people, making it a weapon grade Vigor.


Burial at Sea - Episode 1 Plasmids[]

Several Vigors reappear as Plasmids in the Burial at Sea DLC. While Yi Suchong observed and documented the sudden appearance of Tears in Rapture, which revealed Columbia, he discovered that his own formulas for Plasmids had been stolen by Fink. Fink had modified the formulas with an ingestible oxidation agent to create Vigors. To return the favor, Suchong would steal Fink's modified Plasmid formula.

Sold as drinkable Plasmids, these would be marketed as a substitute for citizens who did not like injections. Suchong would also use this modified Plasmid formula to create Old Man Winter, a new drinkable Plasmid which would have similar but different effects from its injectable counterpart, Winter Blast. While being similar to Vigors, the defensive effect of these Plasmids are not as potent or lasting against Splicers, due to their ADAM-enhanced bodies. The mental and physical side-effects from overdosing on drinkable Plasmids were much more severe than those caused by injectable ones, such as those seen on Frosty Splicers. These side effects appear to be brought on solely by over-consumption, rather than ADAM withdrawal.

Bucking Bronco[]

BuckingBroncoIcon
Cast: Temporarily levitates enemies, rendering them defenseless.
Charged Effect: Deploys the Plasmid as a stationary trap, levitating nearby enemies for longer when sprung.
Location: In the Housewares Department near the second vent, the electrified water will need to be frozen before it can be picked up.

Devil's Kiss[]

DevilsKissIcon
Cast: Throws a flaming projectile which detonates after a short while, burning nearby enemies and environmental hazards.
Charged Effect: Deploys the Plasmid as a stationary trap, burning surrounding enemies for higher damage when sprung.
Location: Booker starts with this.

Old Man Winter[]

Old Man Winter Icon
Cast: Throws a ball of dry ice, freezing Splicers or turning broken water pipes into ice bridges.
Charged Effect: Places a shard of ice on the ground, which freezes enemies within a small radius when disturbed.
Location: Found in a Tear at the skating rink of Jack Frost's Village.

Possession[]

PossessionIcon
Cast: Turns the targeted machine to the caster's side, causing vending machines to give out a cash bounty and fighter automatons to fight for the user. Users can also possess Splicers, but this effect wears off quickly.
Charged Effect: Deploys the Plasmid as a stationary trap, possessing surrounding enemies when sprung.
Location: Booker starts with this.

Shock Jockey[]

ShockJockeyIcon
Cast: Shocks the target, temporarily stunning them and doubling the damage they take. Deals critical damage against enemies in contact with water. Can also activate electric generators.
Charged Effect: Deploys the Plasmid as a stationary electrified field, shocking any enemy who approaches it.
Location: Found in the Plasmids Department in Fontaine's Department Store.

Removed Plasmids[]

  • Chameleon: This Plasmid allowed you to turn invisible. An upgrade would allow weapons to do double damage while the Plasmid was active. Another upgrade would cause the Shield to recharge when the Plasmid was activated.[10][11]
  • Charge: A Rapture Variant of the Columbian Vigor. Upgrade allows a Charge at a second enemy if the first one is killed.[12]
  • Undertow: Another Rapture copy of the Columbian Vigor. The upgrade for this increases the damage done when targets impact something.[13]

Burial at Sea - Episode 2 Plasmids and Vigors[]

Plasmids[]

Old Man Winter[]

Old Man Winter Icon
Cast: Throws a ball of dry ice, freezing Splicers or turning broken water pipes into ice bridges.
Charged Effect: Places a shard of ice on the ground, which freezes enemies within a small radius when disturbed.
Location: Found in the Test-Drive

Possession[]

PossessionIcon
Cast: Turns the targeted machine to the caster's side, causing vending machines to give out a cash bounty and fighter automatons to fight for the user. Users can also possess Splicers, but this effect wears off quickly.
Charged Effect: Deploys the Plasmid as a stationary trap, possessing surrounding enemies when sprung.
Location: Found in an open crate next to a guitar-playing man outside Bathyspheres DeLuxe.

Peeping Tom[]

PeepingTomIcon
Cast: "X-ray" feature, that allows you to detect nearby enemies if you are standing still.
Charged Effect: Allows you to turn completely invisible to stealth-kill your foes.
Location: In Cupid's Arrow.

Vigors[]

Ironsides[]

Ironsidescon
Cast: Creates a temporary shield, blocking all incoming gunfire and returning it as ammo to you.
Charged Effect: N/A
Location: On The First Lady airship.

Early Vigors[]

Some information on early vigors can be found in the DefaultGame.ini section of the game files.[14] Further reference can also be found in The Art of BioShock Infinite.

Artworks-vigors-toniques-bioshock-infinite

Early Vigor/Tonic icons, some of which were alternate concepts of current ones, and ones that related to unused files (even one of the images is reused and nearly altered for Old Man Winter).

Rejected Vigors[]

Rejected vigors

Rejected Vigors.

Fink Manufacturing aggressively developed Vigors for many different uses, but a number of concepts were rejected for having no market for them, as well as unwanted results. A chalkboard describing these rejected Vigors can be found inside Fink's laboratory in Burial at Sea - Episode 2.

Amnesia[]

Byline: Forget everything you know.

Marketing Note: How do you plan to sell this dud?!

Plant Peeper[]

Byline: Read the inner thoughts of your houseplant!

Marketing Note: No demand for this type of product.

Dead Ringer[]

Byline: Re-Animate dead loved ones & pets!

Marketing Note: No one wants a moldy puppy!

Gallery[]

Behind The Scenes[]

Triple Sec Allary Advertisement
  • The Vigor advertisement "A Life with Vigor is a life that's Bigger!" is based off an advertisement for Curaçao liqueur, Triple Sec Allary.
  • Originally, BioShock Infinite was to feature enemies called the "Vigor Junkies", who were much similar to Rapture's Splicers, being heavily mutated from the use of Vigors. Concept art can be seen in The Art of BioShock Infinite and a model was made for one of the variants, which was resued for the Frosty Splicer in Burial at Sea.
  • The Vigor vending machine's name, "Veni! Vidi! Vigor!" is a play on the famous phrase spoken by Caeser,"Veni, Vidi, Vici", which translates roughly to, "I came, I saw, I conquered."
  • If the player does not pick up Vigor bottles when they first appear, they can purchase them later for 150 Silver Eagles, or pick them up in other areas.
  • It wasn't until the 2012 Beast of America trailer that a BioShock Infinite trailer showed heavily physical side effects to the player's flesh while using Vigors during gameplay. The previous trailers and gameplay demos only had a normal arm with minimal Vigor effects.
  • An early concept in The Art of BioShock Infinite shows small modules attached to the player's hands which were used to inject the fluids of the various Vigors into the user when casting them. One appears to have a hummingbird dipping into a small vessel containing the Vigor. Another shows a mosquito-like construct injecting it into the user.
  • Using all eight Vigors against at least one enemy grants the player the "Well Rounded" Achievement/Trophy. The Vigor uses do not need to be on the same enemy.
  • There are eight official Vigor Combinations. Performing each of them unlocks the "Combination Shock" Achievement/Trophy.
  • In an early version of the game, the system for Vigor usage was limited to the Vigor bottles themselves, as disposable and unreloadable powers, or mentioned comparatively as "Plasmids and EVE combined". That version intended each Vigor ability to have their own numbered of doses, and the doses would have been scattered throughout the game, such as on corpses and in stores. Players could only use their available Vigors and thus forced to use a variety of strategies. In late 2012, this system was revised with the usage of EVE-like Salts, which had Vigor abilities work from a single bar meter. Ironically, the system for finding similar Vigor bottles would work the same as the previous system, only as Salts.
  • In the downloadable content Clash in the Clouds, the Vigors Undertow, Possession, Devil's Kiss and Bucking Bronco can be collected as free samples. The other Vigors must be purchased from the vending machines in the Columbian Archeological Society.
  • If you reverse the audio clip of the Possession acquiring sound, after the woman says, "With one whisper, they're all ears…" and when the cutscene ends, you can faintly hear a line from the play Romeo and Juliet.
  • Vigors are often referred to as Plasmids in the in-game files of BioShock Infinite. Devil's Kiss is in some places named Incinerate!, and there are several references to the Enrage Plasmid instead of the Possession Vigor (also called Mesmerize).
  • Unlike their injectable counterpart, Plasmids, which all have a blood-red color, the color of a Vigor varies depending on what type it is.
  • Vigors, like Plasmids, are powered by ADAM. Fink produced ADAM from Sea Slugs captured during underwater expeditions to the Atlantic Ocean. The cost of the expeditions and each drinkable Vigor requiring 10 times the amount of ADAM, put a financial strain on Fink. He was planning to change them into injectables before the Vox Populi assaulted the factory. Frank Fontaine also canceled "drinkable" plasmids for similar reasons.[15]
  • Game files indicate that there were upgrades to increase the radius the traps for Vigors Bucking Bronco, Devil's Kiss, Possession, Murder of Crows, Return to Sender and Shock Jockey. There is also a listing for a No Escape Vigor upgrade (or possibly a Gear) that increased the radius of the above Vigors collectively.[16]
  • For Burial at Sea - Episode 2, in-game files indicate that Shock Jockey was considered as being one of the drinkable Plasmids Elizabeth could use. Ultimately, it was cut for unknown reasons.

References[]

  1. Jeremiah Fink's Voxophone: Out of the Thin Air
  2. 2.0 2.1 Jeremiah Fink's Voxophone: No Profit for the Prophets
  3. The Voice
  4. The Minuteman
  5. BioShock Infinite: Industrial Revolution
  6. Jeremiah Fink's Voxophone: The Greater Good
  7. BioShock Infinite Signature Series Guide
  8. Blackboard in the leisure room of the Private Quarters of Jeremiah Fink.
  9. BioShock Infinite: Industrial Revolution
  10. DLCB_Arc_Chameleon.INT INT File Excerpts
  11. DLCB_GlobalXItemDatabase.INT INT File Excerpts
  12. DLCB_PreCoalescedItemAssets.INT INT File Excerpts
  13. DLCB_PreCoalescedItemAssets.INT INT File Excerpts
  14. DefaultGame.ini INT_File_Excerpts
  15. Frank Fontaine's audio diary: Product Recall.
  16. PreCoalescedItemAssets.INT INT File Excerpts
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